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We released a first alpha build last week, and we want to keep a relatively short iteration cycle on future alpha and beta builds until the final 3.2 release. The new official buildsystem that our contributor Hein-Pieter van Braam-Stewart ( hpvb ) set up for us is now quite efficient, so we can roll out builds fast and easily. We thus publish Godot 3.2 alpha 2 as a second snapshot, fixing various issues from the last build. 152 commits have been merged since 3.2 alpha 1.
Over the course of September 2019, I continued working on Vulkan all day long, and several improvements have been made. See other articles in this Godot 4.0 Vulkan series: Vulkan progress report #1. Vulkan progress report #2. Vulkan progress report #3. (you are here) Vulkan progress report #4. Vulkan progress report #5. Vulkan progress report #6. Vulkan progress report #7.
Update 2019-10-16: Here is the current schedule with time table: Link to PDF. Livesteam of the event is online on YouTube. As announced a few months back , we are organizing a Godot Conference ( GodotCon ) in Poznań, Poland next week, on 16 & 17 Oct 2019. We expect close to 90 attendees, so this should be a great event! Thanks again to the organizers of the Game Industry Conference for hosting us as a pre-GIC event, as well as hosting the Godot Sprint on 14 & 15 Oct at the same venue, wh
We are happy to announce that we will be organizing a Game Development devroom at FOSDEM 2020 ! The event will take place on 1st and 2nd of February at the usual venue in Brussels, Belgium. The devroom will last for a full day (most likely Saturday, but not set in stone yet). Note: While this CFP is published on Godot's blog, we want to outline that this FOSDEM devroom will be about Free and Open Source Game Development at large, and not focused on Godot Engine.
After close to 7 months of development and over 4,000 commits since the 3.1 release, we are now happy to release Godot 3.2 alpha 1 , our first milestone towards the next stable installment of our free and open source game engine. This first alpha build comes relatively late in our planned release schedule, mostly because of work done on our official build infrastructure to adapt to 3.2 requirements (changes to the Android buildsystem and packaging, especially with the new C# support), as well as
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